Episode 94 – Belles + Bad Movies

This week, Don and Jeff are joined by Jessica DeNardo of Belles + Chimes Portland to talk good pinball and bad movies!

Pinball Ambassdor 2016 Poll is up!

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Go vote!  Yes, you need a google account!  Sorry/not sorry.

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Houston Arcade Expo Review by Lee Bellehumeur

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I traveled to the 2016 Houston Arcade and Pinball Expo Nov. 11th & 12th.  This is one of the smaller shows, but definitely has a lot going on. A multi-day tournament, seminars, vendors and even some Stormtroopers walking around.   There were over 200 games there that were split about evenly between pins, vids and consoles.  They had all the latest Sterns, a MMR, and a hot, fresh, Dominoes from Spooky Pinball.  The arcades were all in very nice shape with multiples of popular titles like Robotron.  The setup was nice and never got too crowded and the tournament had its own room.  Overall, the hotel was nice, less expensive than most and had a pretty good bar/restaurant so you didn’t need to leave the premises if you didn’t want to.

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Dominoes was the “WOZ” of the show and is a great looking game with the overall blue/red color scheme.  Although simple looking compared to say Ghostbusters, it’s a pretty fun family friendly game with “some” leftover toys from AMH and some new shots, so it isn’t just a re-theme.  I have no idea where the code is at overall, but it was fun to play and has some brutal outlanes.   Listed at $5299 retail it could be a solid seller for Spooky Pinball given the current market shenanigans.  The Spooky seminar was well attended.

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I sat in on a couple of other seminars, Jim Schellberg had a nice presentation of pinball in the media and Gerry from Multimorphic ran down the history of the P3.  Multimorphic had 2 games at the show, Cannon Lagoon and Lexi Lightspeed neither of which I had played before.  I usually would pass them up at shows chalking it up to “virtual pinball”, but stepped up and I have to say they both were A LOT more fun than I expected.  Cannon Lagoon is a simple game, but very addictive and Lexi has as much going on as any standard pinball machine.  I apologized to Gerry for passing up his games so many times and we had a nice conversation.  I hope they do well in the future.

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The CONS (or why I probably won’t be back):  As stated over and over in the Houston Pinside thread by a lot of people, the music HAS to go.  Holy hell, nothing like trying to play pinball and have basically concert level sound blasting at you from all 4 corners of the room ALL THE TIME.  I just don’t get it; to most of us the pinballs and the arcades ARE the music.  To make it even worse a lot of the pins were cranked to max volume, SO YOU COULD HEAR THEM.  Didn’t make it better.  It was all very fatiguing.  I realize sound management can be an issue with show, but it CAN be managed.  Nobody seems to care at the Houston show.  Reminded me of a saying, a good DJ plays what the crowd wants, not what they want.  In this case, it’s the organizers personal party and that’s what he wants.

Power issues.  A lot of shows have them, and it takes a lot of money and a serious commitment to upgrade a venue to handle a pinball show.  Breakers were tripping all weekend and I just couldn’t help but think that if there wasn’t a 5000 watt sound system sucking up half the juice this might not have been as much of a problem.  I feel like this just points back to the selfishness of the organizer and what he wants instead of what would make the show better.  When you’ve got 800 million on ball 1 and the game/row just shuts off, well, it sucks.

Other things that were generally overlooked were things like leveling games.  I don’t care if you have a Kingpin, next to a Big Bang Bar, next to a Batman Super LE.  If the games aren’t somewhat leveled, the play is ruined.  A lot of games had major league curve balls going straight over to the outlanes from the middle of the PF and it’s frustrating.  A couple of awesome Pinsiders brought several games each and I sent them PM’s a couple of time during the show about issues.  I was given the go ahead to mess with the leveling myself but is that really the answer?  Volunteers make the show happen, but the organizer should have designated somebody to take care of things like this.

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There was a great team of Pinmedics around that did their best to fix games ASAP when they went down.

All in all, it was a decent show, but mostly a locals party.  It’s a casual show, but maybe just a little bit too casual.  I understand the venue might change next year, hopefully for the better.  I met some cool Pinsiders in person like Nicovolta and I did manage to play a lot of great games, spend some money on crap and get Zombie Yeti’s signature on a nice piece of his artwork.  Sadly, there was no Maverick there.

Counting down the day until TPF!

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Episode 93 – H.U.O. Positive

This week, Don and Jeff try really, really, ridiculously hard to stay positive. Nailed it (almost)!

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A better approach to pro, premium, and LE models in pinball

Many pinball manufacturers split their offerings into a base and varying numbers of upgraded models. The base is usually the machine more aimed at operators or budget-minded buyers and the collector’s edition, premium, or LE model is more for the discerning home buyer. At times the differences between versions is minor, while at other times it’s pretty large. Stern Pinball has settled on a three model approach (pro, premium, LE) that looks to address buyer needs (choice) as well as the manufacturer’s needs (maximum margin and larger market share). Jersey Jack Pinball also offers different models in their games, but they typically offer two levels; standard and limited. The big difference between how Jersey Jack and Stern handle their model differences is that Stern offers differences in gameplay between models while JJP keeps differences to be purely cosmetic or in presentation. I feel like in a perfect world everybody would just make one game, but that’s probably never going to happen again in pinball. If we’re going to live with split offerings, I wish the three model approach could be tweaked in ways that are better for both the buyer and the seller; and I do believe that’s possible.

The three model per game approach wouldn’t be problematic if there wasn’t a difference in gameplay and code, but there is. It’s problematic for the buyer, and it’s a problem for the manufacturer as well. The differences should be in trim, non-interactive toys, art, and quantity limitations. Here’s only a handful of reasons why:

By having a difference in gameplay, it splits the code base. This is bad for everyone involved. On Stern’s end, it makes more work for each code update, because they have to account for differences in features between model. Those differences might also affect scoring balance (can’t do too much with the right ramp shot on GB, for example, because it returns to the left flipper on the LE/premium and would be abused; so you’re left keeping it lower value which harms the pro). Code also takes longer to develop, because you aren’t just making one set of code, you’re making two. But the worst effect is that less attention is put towards unique features, simply because it’s an element that affects only a portion of the overall owner base. If every GB had Ecto Goggles, I’m sure more creativity would have been put into using those, but it automatically falls to a lower priority due to the split base. This harms the premium/LE.

By having differences in gameplay, it forces the designer to make concessions to their design in some way. They’re either pulling out something they originally designed for a game, or they’re adding something in just for the sake of doing so. Whatever direction it goes, it’s not the original vision for the game. Game of Thrones is worse on the premium/LE level for that crammed in upper playfield while AC/DC loses a lot dropping to pro. We would simply get a designer’s best design if they weren’t forced to add or subtract for sake of a salesman’s bullet point.

On top of code and design, it affects manufacturing negatively. Rather than a single playfield, you get two variations. This slows down production at the playfield manufacturer and during assembly as they’re essentially treated as different games on the production line. Each version must be tested differently. Each version needs to be engineered differently. Playfields have to be created in waves rather than all at once. You end up with multiple cutting templates at the manufacturer, different wiring harnesses, different press template…it’s just not efficient overall as it could be.

Multiple playfield variations slows down order fulfillment. Pros and premiums/LEs have to be scheduled in different runs due to the physical differences. While there was a big backlog in orders on Game of Thrones Pro this year, premiums were on the line and people were left waiting. If the playfields were the same, it would be simple to alter the final steps in assembly to ship pros to satisfy outstanding demand rather than a powering through a possibly missed forecast.

I think having three versions is fine, but we’re simply not doing it in the best way right now. I would actually prefer having two (standard and collector’s edition), but even with identical playfields there is probably still enough that can be differentiated in add-on features to justify pro/premium/LE splits. Here’s a reasonable starting point, I feel:

Pro – No shaker, standard side rails, standard sound package, basic playfield toys, playfield pegs, basic plastics/molds

Premium – Shaker added, slide rails, armor added, alternate translite (plus the pro), upgraded toys (moving Recognizer in Tron), upgraded sound, headphone jack, upgraded playfield plastics/molds (library and containment unit on GB)

LE – Shaker, limited quantities, exclusive armor color, alternate translite (plus the other two), upgraded toys, premium sound, signed playfields, topper, exclusive LE art package (different cab, different plastics), slide rails, upgraded apron, headphone jack

Stern could easily reduce production cost, keep their margins (and probably improve them), and still give buyers a choice without forcing disparity between home and location play. Currently, everything being done with the three different versions is ignoring the increased benefits of higher levels of standardization. Hopefully we can see a day return to pinball when each game has one version of gameplay.

Episode 92 – We Effed Up. Like…a Bunch.

This week, Don and Jeff share listener corrections…because we have no idea what we’re talking about.

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Episode 91.B – Stuck Fern

This week, Don and Jeff are joined by Joe Zenkus with a hands-on Pinball Expo report.  Thanks, Joe!

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Good Ol’ Robot Arm

Episode 91 – Aliens, Soothsayers and MORE BATMAN66 COMPLAINTS

This week, Don and Jeff share listener predictions about Pinball Expo 2016, which starts on Wednesday.  Complaining and rambling included at no extra cost.

 

Pinsanity Print courtesy of Ken Rossi

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Episode 90 – Lance Armstrong’s Favorite Pins

This week, Jeff and Don reach into the mail sack to answer some questions, talk about applications, redemption (not redemption games), Batman, and our favorite single ball pins.

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The $77.36 Stern Polo

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The Pinball Podcast Episode 89 – Oh yeeeeeeeeeeaaaaaahhh, brother!

This week, ‘Rod McLarge’ of CreditDotPinball.com joins us to go DEEP with Data East’s ‘Royal Rumble’.  We also talk Batman ’66, T-shirts, Apps, Seawitches and Stargazers.

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Prototype Backglass

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Jay’s weird Buck Rogers ‘mod’

 

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Episode 88 – (F)Art Fair(y)

This week, Dan Burfield of TiltCycle.com joins us to talk about pinball salvage art, answer some listener mail, and engage in off-topic conversation constantly.  

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Dan is working on an Andrew Ridgeley piece for his next ‘Icons’ piece.

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